Guard skills table - PoP 1.4
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Guard skills table - PoP 1.4
Updated 8 months ago by WinterThunder

Skill table for PoP 1.4

Based on: https://www.popot.org//documentation/documents/2016-08-08_PoP1_Guard_Types.pdf

All probabilities (all columns except last two) are "out of 256". For example, a value of 75 means 75/256 = 29,3% probability.

And yes, that means even the value of 255 has a slight chance of failing - 255/256 means "99,6% of the time".

https://i.imgur.com/tSrSQKg.png

Columns explained

Striking probability - probability to start swinging animation (attack), given that the prince is in range, and the guard isn't doing anything else (e.g. not animating something or in refractory period)

Re-striking after block probability - probability for the guard to immediately restrike after successfully blocking Prince's attacck (the immediate "backhander" hit)

Blocking strike probability - probability of the guard blocking prince's attack, provided he is in "idle" mode, (e.g. not in the striking animation himself; this is what makes hitting Jaffar directly possible)

Improper blocking probability - probability of the guard blocking Prince's restrike after parry (the hits in "up -> shift" fighting strategy)

Going into hit range probability - probability of the guard advancing (instead of holding his ground) from being "just out of reach" provided the kid isn't swinging his sword

Refractory period after pain - amount of time (in frames) that the guard will spend "stunned" after being hit - "going into hit range" or "strike" won't occur in refractory period, but they may still block. (Note: there are 10 frames per second in combat)

One extra health - a flag marking the guards as having 1 hp more than the baseline for current level.

Additional notes for specific guard behavior

  • Guard 0 (guards on the first level) never stays out of swing range even if you swing constantly - they will advance every time throwing yourself into yoru sword
  • Skeleton is the only guard that can survice a two-story fall like prince (it's missing proper animation frames, so it will be invisible while in "crouched" state)

Guard types per level

Compiled by higlak. Listed in order of reachability (when going traditional route, i.e. glitchless). Colors specified for further clarification

Level 01 - 0 (dark red), 0 (dark red)

Level 02 - 1 (blue), 1 (blue), 2 (orange), 1 (blue), 3 (purple)

Level 03 - 2 (skeleton)

Level 04 - 3 (orange), 3 (purple), 4 (yellow), 4 (yellow)

Level 05 - 3 (pink), 3 (pink), 4 (yellow), 4 (green)

Level 06 - 5 (fat)

Level 07 - 1 (blue), 2 (orange), 3 (purple)

Level 08 - 7 (dark blue), 3 (green), 3 (green), 2 (orange)

Level 09 - 1 (blue), 1 (blue), 3 (dark blue), 3 (purple)

Level 10 - 3 (purple), 3 (purple), 3 (green), 4 (yellow), 4 (orange)

Level 11 - 4 (dark blue), 4 (dark blue), 3 (blue)

Level 12 - 3 (shadow)

Level 13 - 9 (Jaffar)